#+SETUPFILE: ../../template/level-1.org
#+TITLE: Fenris Punk Deepspace Horror Rules
#+Description: The Ar Zed rules for deepspace horror.


* Ar Zed Rules

This variation of the Fenris Punk rules uses 4 base scores for
character metrics and dice pools for rolling. AC or DEF is an opposed
dice pool roll rather than a threshold.


* Character Building

** Character Scores

*** Level

*** Build Points


** Base Scores

*** STR(ength)

Physical toughness, skills related to melee combat.

*** DEX(terity)

Physical quickness, skills related to ranged combat.

*** WIS(dom)

Problem solving, perception, observation.

*** CHA(risma)

Interpersonal interactions, lying, diplomacy.


** Derived Scores

*** MOV(ement)

Characters can move 4 plus the lesser of either STR or DEX.

4 + min(STR, DEX)

*** DEF(ense)

Cover rating can vary depending on the terrain and the lighting.

DEX + armour rating + cover rating

*** MAX HP

Equal to the number of build points.

Eg, level 1 humans have a max HP of 14.


** Augmented Scores

Characters have a bonus of 4, 3, and a 2 to assign to one of their 3
archetype augmented scores. After that, also add the character level,
and this becomes the dice pool.

- rigging (STR)
- melee (STR)
- stamina (STR)
- mobility (DEX)
- marksmanship (DEX)
- piloting (DEX)
- observation (WIS)
- comtech (WIS)
- survival (WIS)
- command (CHA)
- manipulation (CHA)
- caregiving (CHA)


** Initial Scores

*** Humans

Level 1 human characters start out with 14 build points to distribute
among each base score. These must start at least 2 and at most 4,
though one score may have an initial score of 5.

*** Androids

Level 1 androids follow the same rules as humans except in addition
they also get 3 extra build points to add to two of their base
scores. These two sets of 3 cannot go to the same base score and they
cannot be distributed to more than two base scores. This means
androids can have higher initial base scores.


** Archetypes

*** Default

These are the default, example stats:

- Equipment: Small arms, eg rifles, pistols; improvised weapons, eg
  mops, chairs, rocks, wrenches; light armour, eg ballistic vest,
  radiation suit, or chemical apron.
- Crafting: hot coffee, tea, or cocoa
- Reaction: Up to one per round.
- Augmented scores: three TBD

*** Grunt

- Can use any weapons or armour.
- Can have a second attack during their turn if they successfully
  attacked.
- Augmented scores: melee, marksmanship, stamina

*** Chief

- Can use any weapons or armour.
- Gets a +1 bonus to medkits when self administered.
- Reaction: Gets up to two per round.
- Augmented scores: observation, marksmanship, manipulation

*** Corporate Executive

- Gets a +1 bonus to medkits when self administered.
- Crafting: Can forge 1d6 fake documents per day.
- Augmented scores: comtech, observation, manipulation

*** Stowaway

- Cannot wear armour, except for environmental or hazard suits.
- Reaction: Can move again if an observable hostile just made an
  attack.
- Augmented scores: mobility, survival, observation

*** Medic

- Can use any armour.
- Can roll to detect a secret android when examining or treating them.
- Reaction: When a friendly in base contact is hurt, can use a medkit.
- Crafting: Can create 1d6 medkits per day.
- Augmented scores: mobility, observation, caregiving

*** Officer

- Can use any weapons.
- When they succeed during their turn, they boost the morale of the
  next friendly character who observed the success by giving them a +2
  bonus to their dice pools. This only affects regular actions, not
  reactions.
- Augmented scores: marksmanship, command, manipulation

*** Pilot

- Can use any weapons.
- Gets a bonus to all DEX roles (not scores) when not wearing armour.
- Can have a second attack during their turn if they successfully
  attacked.
- Augmented scores: piloting, marksmanship, comtech

*** Engineer

- Can use any weapons.
- They get a cummulative +1 bonus for a max of +5 when retrying
  something they just failed at in the previous turn. Reactions do not
  count. Doing something else restarts the count.
- Crafting: Can create 1d6 improvised weapons
- Augmented scores: rigging, stamina, close combat

*** Scientist

- Cannot wear armour, except for environmental or hazard suits.
- Gets a +1 bonus to medkits when self administered.
- Crafting: Can create 1d6 improvised weapons
- Augmented scores: observation, survival, comtech


** Leveling Up

Characters get more 1 build point per level to distribute however they
would like.


* Action Economy

For the the first round, the turn order is based on chance. Players
can agree to change their turn order at the begining of each
subsequent round by swapping with anyone whose characters are able to
speak to one another.

** Dice Pools

Players roll a number of dice equal to their scores. Eg a player with
an augmented score of 10 in melee rolls 10d6. Any 6s rolled are
a success. For opposed rolls, subtract the successes from the opposed
roll. Any net successes over 1 count as additional damage.

** Turns

Characters take their turns in order. For each turn a character can
make one complex action and one simple actions, or two simple actions.

** Reactions

Reactions are special actions that happen during another character's
turn. Unless noted, all characters get one reaction. This can be one
of the following:

- A melee action against anyone who fails to disengage contact with
  another character.
- A marksmanship action against another character who was previously
  attacked by marksmanship by the character reacting and has not
  moved by the end of their next turn.

** Stress Level

The stress level is the number of stress dice.

Pushing a roll is a way to effectively re-roll a failed scenario. With
each re-roll, the player much include a second pool of dice, the
stress dice. Stress dice increase the probability of rolling a
success, but they also have a tradeoff. When any of the stress dice
has a 1, the player must make a panic roll.

Some events in the game also increase the stress level.

** Panic

Roll a 1d6 plus your current stress level.

Some character conditions, injuries, game events, passage of time, or
actions by other characters can stop panic.

- command
- one round passes
- use of second wind

** Injuries

When a character reaches 0 or fewer HP, they must roll a d66 to
calculate what injuries they receive. After that, if still living and
not immediately fatal they roll for a second wind to regain
1d6. Characters can use second wind on a limited basis, usually once
per game session or once per in-universe day.
